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"my rules for dummy markers" Topic


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52 hits since 20 Oct 2026
©1994-2026 Bill Armintrout
Comments or corrections?

Personal logo doc mcb Supporting Member of TMP20 Oct 2026 11:00 a.m. PST

Here is the basic system:

SCOUTING

1. Each side begins with a number of dummy markers equal to its maneuver elements times two. Dummy markers are easily made from matboard and should approximate the size of a miniature's base and be numbered for easy reference. As part of the pre-game organization, match each maneuver element to a specific dummy. When deploying, put only the dummies on the table. Note that one third of the dummies will represent real troops and two thirds will represent nothing.

2. Until actual maneuver elements are revealed, players alternate moving a single dummy (which may be real or nothing) up to 12" ignoring terrain. The same dummy may be moved again and again. When opposing dummies are close enough to detect one another, each player declares whether his dummy is real or nothing. If both are nothing, remove both. If both are real, put the miniatures on the table if within 36", otherwise put clouds of dust. (Cotton balls work.) If one is real and the other is nothing, remove the nothing marker but leave the real dummy; the other side now knows it is real but not what it is. Sighting happens simultaneously so one side's single dummy may detect any number of the other side's.

3. Dummies detect each other within 12" regardless of terrain; they can "see through" hills (representing noise and smell). From 12" out to 36" detection requires a clean line of sight in order to put the miniatures on the table. A real dummy concealed e.g. in a woodline or a building is declared real but not replaced with the miniatures.

4. At night dummies detect each other only within 12". This distance can be altered by, e.g., a full moon in a cloudless sky, which might make detection possible out to 18". These sorts of adjustments for local conditions should be decided and declared before playing a scenario.

5. A player may reveal his dummy to be real at any point, putting the miniatures on the table. An element that will shoot or move tactically must be revealed to do so.

There will be more about scouts and outposts. A scout is a moving outpost and an outpost is a stationary scout.

I have now made a set of forty dummies for each force. One side is red or blue, and other has an Indian head or a Texan head and a number. I use a maximum of thirteen maneuver elements per side, so dummies 1 to 13 are real, and 14 through 40 are not real. Play with just the red or blue side up until a dummy is seen, then flip it to reveal the number. If it is real (1-13) leave that on the table until real sees real and the minis are placed on the table.

link

Personal logo doc mcb Supporting Member of TMP20 Oct 2026 11:35 a.m. PST

As soon as I get my table set up, I will deploy without looking the forty Comanche dummies, with the thirteen real elements including a village, and another representing the horse herd. One of the warrior bands will have captives they have recently taken. The Texans are trying to recover them. There is a lot of high ground on the table and a Texan scout will likely be able to see smoke or dust outside of 36" if the village is in line of sight.

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